yyl
2 天以前 5d3366f2e0f687995eb7ad2107c4379fe7acd4e8
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using System.Collections.Generic;
using UnityEngine;
using System;
 
public class HeroManager : GameSystemManager<HeroManager>
{
    protected Dictionary<string, HeroInfo> heroInfoDict = new Dictionary<string, HeroInfo>();
 
    public Action<HeroInfo> onNewHeroEvent;
 
    public Action<HeroInfo> onHeroChangeEvent;
 
    public override void Init()
    {
        base.Init();
 
        //  注册一点事件
        PackManager.Instance.refrechPackEvent += refrechPackEvent;
    }
 
    public override void Release()
    {
        base.Release();
        PackManager.Instance.refrechPackEvent -= refrechPackEvent;
    }
 
    public override void RequestNessaryData()
    {
        base.RequestNessaryData();
 
        
    }
 
    public void refrechPackEvent(PackType packType)
    {
        if (packType == PackType.Hero)
        {
            // bool change = false;
            bool isNew = false;
            //  如果有分批次初始化可能还要麻烦一点?先看看
            bool isInit = heroInfoDict.Count >= 0;
 
            SinglePack heroPack = PackManager.Instance.GetSinglePack(packType);
 
            Dictionary<int, ItemModel> heroes = heroPack.GetAllItems();
 
            foreach (ItemModel hero in heroes.Values)
            {
                HeroInfo heroInfo = null;
                if (!heroInfoDict.TryGetValue(hero.guid, out heroInfo))
                {
                    heroInfo = new HeroInfo(hero);
                    heroInfoDict.Add(hero.guid, heroInfo);
                    if (!isInit)
                    {
                        isNew = true;
                        onNewHeroEvent?.Invoke(heroInfo);
                    }
                }
                else
                {
                    heroInfo.UpdateHero(hero);
                    //  也有可能不是change
                    // change = true;
                    // onHeroChangeEvent?.Invoke(heroInfo);
                }
            }
        }
    }
 
    public List<HeroInfo> GetPowerfulHeroList()
    {
        List<HeroInfo> heroList = new List<HeroInfo>(heroInfoDict.Values);
 
        heroList.Sort((a, b) => 
        {
            int power1 = a.CalculatePower();
            int power2 = b.CalculatePower();
 
            if (power1 == power2)
            {
                return 0;
            }
 
            return power1 > power2 ? -1 : 1;
        });
 
        List<HeroInfo> retList = new List<HeroInfo>();
 
        for (int i = 0; i < TeamConst.MaxTeamHeroCount && i < heroList.Count; i++)
        {
            retList.Add(heroList[i]);
        }
 
        return retList;
    }
 
    // public override bool IsNessaryDataReady()
    // {
    //     return true;
    // }
 
}